using MemoryPack;

namespace Game.Networking.Server {
	public class C_ProgramTerminalCommandMessageHandler : BaseClientMessageHandler {
		public override ClientPacketID CommandId {
			get {
				return ClientPacketID.ProgramConsoleInput;
			}
		}

		public override void ProcessMessage(ClientState client, byte[] rawCommand) {
			var command = MemoryPackSerializer.Deserialize<C_ProgramTerminalCommandMessage>(rawCommand);
			ServerScriptController.Instance.SendTerminalMessageToUserUnit(client, command.Message);
		}
	}
}
